Game Development Reference
In-Depth Information
for solving tasks are imposed. Here, practitionersmust always fight spammers, who
attempt to pull out micro payments for fake task solutions.
￿
Task distribution regarding worker competences . The idea is the same as with
SAGs. In order to achieve best output, a task should be assigned to worker most
competent for it.
The crowdsourcing approaches have their own methods on dealing with these issues,
some very similar to methods found in SAGs. For example, for spam detection,
crowdsourcing platforms implement machine learned pattern recognition that mine
worker behavior logs to find spammer-characteristic patterns, which is analogous
to the anomaly detection imposed by some SAGs. Some methods utilized by SAGs
however, are not common in crowdsourcing, for example amutual worker supervision
during a simultaneous task solving analogous to the mutual player supervision. The
crowdsourcing may still get inspired.
The SAGs experience also shows us that people can be engaged for useful activity
through playing. The only downside is, that it is really hard to make this work
for an arbitrary problem. Some research an practitioners are therefore turning to
a more “lightweight” approach and try to introduce playful experience into existing
working processes (instead of inventing games into which work is incorporated) (i.e.
gamification).
References
1. Barrington, L., O'Malley, D., Turnbull, D., Lanckriet, G.: User-centered design of a social
game to tag music. In: Proceedings of the ACM SIGKDD Workshop on Human Computation,
HCOMP '09, pp. 7-10. ACM, New York (2009)
2. Chamberlain, J., Poesio, M., Kruschwitz, U.: A demonstration of human computation using
the phrase detectives annotation game. In: Proceedings of the ACM SIGKDD Workshop on
Human Computation, HCOMP '09, pp. 23-24. ACM, New York (2009)
3. Chiou, C.L., Hsu, J.Y.J.: Capability-aligned matching: improving quality of games with
a purpose. In: The 10th International Conference on Autonomous Agents and Multiagent
Systems AAMAS '11, vol. 2, pp. 643-650. International Foundation for Autonomous Agents
and Multiagent Systems, Richland (2011)
4. Cooper, S., Treuille, A., Barbero, J., Leaver-Fay, A., Tuite, K., Khatib, F., Snyder, A.C., Beenen,
M., Salesin, D., Baker, D., Popovic, Z.: The challenge of designing scientific discovery games.
In: Proceedings of the Fifth International Conference on the Foundations of Digital Games,
FDG '10, pp. 40-47. ACM, New York (2010)
5. Cusack, C., Martens, C., Mutreja, P.: Volunteer computing using casual games. In: Proceedings
of Future Play 2006 International Conference on the Future of Game Design and Technology,
pp. 1-8. Citeseer (2006)
6. Das, R., Vukovic, M.: Emerging theories and models of human computation systems: a brief
survey. In: Proceedings of the 2nd international Workshop on Ubiquitous crowdsouring, Ubi-
Crowd '11, pp. 1-4. ACM, New York (2011)
7. Dulacka, P., Šimko, J., Bieliková, M.: Validation of music metadata via game with a purpose.
In: Proceedings of the 8th International Conference on Semantic Systems, I-SEMANTICS '12,
pp. 177-180. ACM, New York (2012)
 
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